Tech Talk 2015

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Tech Talk 2015 Door Mind Map: Tech Talk 2015

1. Other Things I Look At ...

1.1. Government

1.1.1. DARPA

1.1.2. NASA

1.1.2.1. Tech

1.1.2.2. Cross-Cutting

1.1.2.3. In Your Life

1.1.2.3.1. Balloon-cam

1.1.2.3.2. Xbox dataviz

1.1.2.4. "Major Technology Revolution"

1.1.2.4.1. "It might read as the latest in a series of science fiction articles, but NASA's Stan Starr, branch chief of the Applied Physics Laboratory at Kennedy, points out that nothing in the design calls for brand-new technology to be developed. However, the system counts on a number of existing technologies to be pushed forward."

1.1.3. Emerging Technologies Coordinating Council (California)

1.2. Journals/Blogs

1.2.1. MIT Tech Review

1.2.2. Tech Republic

1.2.3. PSFK

1.2.4. Smarter Planet

1.2.5. ExtremeTech

1.2.6. Gartner Hype Cycle

1.3. Science Fiction

1.3.1. MIT Tech Review Science Fiction Anthology

1.3.2. Robinson: Mars Trilogy

1.3.3. Ballantyne: Recursion Trilogy

1.3.4. Many many more

1.4. Books

1.4.1. Digital Outcasts

1.4.2. Digital Humanitarians

1.4.3. Cognitive Cooking

1.5. TED

1.5.1. TEDtalks

1.5.2. TEDx

1.5.3. TEDMED

1.6. UMich / UofM

1.6.1. Office of Tech Transfer

1.6.1.1. Annual Report

1.6.1.1.1. Accessible Justice

1.6.1.1.2. Athletics & Technology

1.6.1.1.3. New Treaments (Gaucher's)

1.6.1.1.4. Reprogramming Brain Circuits

1.6.1.2. Inventions @ UM

1.6.1.2.1. SUBSCRIBE

1.6.1.2.2. Selected Highlights

1.6.2. Digital Education and Innovation

1.6.3. Fast Forward Medical Innovation

1.6.4. Host Microbiome Initiative

1.6.5. Innovate Blue

1.6.6. Innovation in Action

1.6.7. Institute for Healthcare Policy & Innovation

1.6.8. Medical Innovation Center

1.6.9. Risk Science Center

1.7. MORE

1.7.1. PFA #Etech

1.7.2. PFA #Emerging

1.7.3. PFA #blogroll

2. Cool Toys

2.1. Robin Good's mindmap

2.2. Gephi

2.3. Google

2.3.1. Google Art Project

2.3.2. Google Plus

2.3.2.1. Google Ripples

2.3.3. Google Hangouts

2.3.3.1. Hangouts on Air

2.3.3.2. Apps in Hangouts

2.3.3.3. Slideshare Hangouts

2.3.3.4. Stutter Social

2.3.4. Youtube Closed Captions

2.3.5. Google Edu

2.3.6. Google Drive

2.3.6.1. Hello Fax

2.3.7. Google DRIVING

2.3.8. Google Body Browser

2.3.9. Google Books Ngram

2.4. Noun Project

2.5. ShowMe

2.6. Tomorrowish

2.7. Twitter Plays / Role Play

2.7.1. RP Directory

2.7.2. Titanic

2.7.3. Tweenk.me

2.8. More about Cool Toys

2.8.1. Blog

2.8.2. Email Group: cooltoysconversation

2.8.3. Calendar

2.8.4. Google Calendar

2.8.5. Yammer

2.8.6. Facebook coming?

3. Resources

3.1. NMC Horizon Report

3.1.1. Tech to Watch 2012

3.1.1.1. Mobile

3.1.1.2. Tablet

3.1.1.3. Game-Based Learning

3.1.1.4. Learning Analytics

3.1.1.5. Gesture Based Computing

3.1.1.6. Internet of Things

3.1.1.6.1. Videos

3.1.1.6.2. RoboEarth

3.1.2. Tech to Watch 2011

3.1.2.1. eBooks

3.1.2.2. Mobile

3.1.2.3. Augmented Reality

3.1.2.4. Game-Based Learning

3.1.2.5. Gesture-Based Computing

3.1.2.6. Learning Analytics

3.1.3. Critical Challenges

3.1.3.1. Digital Media Literacy

3.1.3.2. Assessment - Metrics lab behind tech

3.1.3.3. Ed Competition

3.1.3.3.1. New Models of Learning

3.1.3.3.2. Economics

3.1.3.4. Tech Trends

3.1.3.4.1. Cloud Computing

3.1.3.5. Rapid Proliferation

3.1.3.5.1. Information

3.1.3.5.2. Software

3.1.3.5.3. Tools

3.1.3.5.4. Devices

3.1.4. EDUCAUSE: Horizon Report in Action

3.1.4.1. Mobile computing

3.1.4.2. Gesture-based computing

3.1.4.3. Visual data analysis

3.1.4.4. Simple augmented reality

3.1.4.5. eBooks

3.1.4.6. Open content

3.1.5. Tools/Resources

3.1.5.1. NMC Navigator

3.1.5.2. Horizon Report Wiki 2011

3.1.5.3. Horizon Report Wiki 2010

3.1.6. NMC Navigator ETech Tag Cloud/Focus List

3.1.6.1. 3D Printing

3.1.6.2. Augmented Reality

3.1.6.3. Cloud Computing

3.1.6.4. Collaborative Environments

3.1.6.5. New Scholarship

3.1.6.6. eBooks

3.1.6.7. Game-Based

3.1.6.8. Geolocation / Location-based

3.1.6.9. Gesture-based

3.1.6.10. HTML5

3.1.6.11. Mobiles

3.1.6.12. Open Content / Open Educational Resources

3.1.6.13. Personal Learning Environments

3.1.6.14. Publishing

3.1.6.15. Social Media

3.1.6.16. Teaching Aids

3.1.6.17. Telepresence

3.1.6.18. 3D Video

3.1.6.19. Visualization / Visual Data Analysis

3.2. MIT Tech Review

3.2.1. Egg Stem Cells

3.2.2. Ultra-efficient solar

3.2.3. Solar microgrids

3.2.4. 3D transistors

3.2.5. A Faster Fourier

3.2.6. Nanopore Sequencing

3.2.7. Crowdfunding

3.2.8. High-speed materials discovery

3.2.9. Facebook's Timeline

3.3. 2020science

3.3.1. The list

3.3.1.1. Geoengineering

3.3.1.2. Smart Grids

3.3.1.3. Radical materials

3.3.1.4. Synthetic biology

3.3.1.5. Personalized genomics

3.3.1.6. Bio-interfaces

3.3.1.7. Data interfaces

3.3.1.8. Solar power

3.3.1.9. Nootropics

3.3.1.10. Cosmeceuticals

3.3.2. The theme

3.3.2.1. CONVERGENCE

3.3.2.2. Singularity?

3.3.2.3. Can we handle it?

3.3.3. Future Reality

3.4. World Economic Forum 2012

3.4.1. Informatics

3.4.2. Synthetic biology and metabolic engineering

3.4.3. Green Revolution 2.0

3.4.4. Nanoscale design of materials

3.4.5. Systems biology/modeling

3.4.6. Carbon dioxide as a resource

3.4.7. Wireless power

3.4.8. High energy density power systems

3.4.9. Personalized medicine, nutrition and disease prevention

3.4.10. Enhanced education technology

3.5. 2011

3.5.1. Adaptive Path: Forecasting Scenarios

3.5.1.1. Blended Reality

3.5.1.1.1. "Invisible" Tech

3.5.1.1.2. Smart Parks

3.5.1.2. Day to Data

3.5.1.2.1. Lifestreaming

3.5.1.2.2. Wearable Systems

3.5.1.2.3. Creative Commons

3.5.1.2.4. Cloud

3.5.1.3. Our Data, Ourselves

3.5.1.3.1. Digital Me

3.5.2. Bowman: Emerging Tech Discovery

3.5.3. Deloitte: Tech Trends 2011

3.5.3.1. Enablers

3.5.3.1.1. Visualization

3.5.3.1.2. "Almost Enterprise" Applications

3.5.3.1.3. Cyber Intelligence

3.5.3.1.4. CIOs as Revolutionaries

3.5.3.1.5. End of the "Death of the ERP"

3.5.3.2. Disruptors

3.5.3.2.1. Real Analytics

3.5.3.2.2. Social Computing

3.5.3.2.3. User Engagement

3.5.3.2.4. Applied Mobility

3.5.3.2.5. Capability Clouds

3.5.4. Luidia: Top Tech Trends for K-12 2011

3.5.4.1. Mobile

3.5.4.2. Online Learning

3.5.4.3. Tech-based monitoring & assessment / Learning Analytics

3.5.4.4. Cloud

3.5.4.5. Professonal development

3.5.5. Sloan Center: Empowering Next Generation Teaching 2011

3.5.5.1. Administration & Infrastructure

3.5.5.2. Cutting Edge Tech

3.5.5.3. Innovative Uses

3.5.5.4. Online Classes

3.5.5.5. New Learning Communities

3.5.5.6. Pedagogy

3.5.5.7. From UMich

3.5.5.7.1. eTextbooks (Brenda Gunderson)

3.5.5.7.2. Laptops & LectureTools (Charles Dershimer)

3.5.5.7.3. Extra Credit for NOT Coming to Class (Perry Samson)

3.5.5.7.4. Personalized Online Format (Nancy Konigsberg Kerner)

3.5.6. Veletsianos, Emerging Tech in Distance Education

3.5.6.1. Personal Learning Networks/Environments

3.5.6.2. Open & Social Learning

3.5.6.3. Animated Pedagogical Agents

3.5.6.4. Immersive & Virtual Environments

3.6. Vision 2010

3.6.1. OER

3.6.2. Modular not Monolithic

3.6.3. Community Open Source Model

3.6.4. Open Integration Framework

3.6.5. Superior Vertical Solutions

3.6.6. SAAS

3.6.7. Integration / Outsourcing

3.7. Wikipedia List of Current Emerging Technologies

3.7.1. Categories

3.7.1.1. Biotech, bioinformatics

3.7.1.2. Energy systems

3.7.1.3. Information technology

3.7.1.3.1. Artificial intelligence

3.7.1.3.2. Communications

3.7.1.3.3. Processing

3.7.1.3.4. Storage

3.7.1.3.5. Security

3.7.1.3.6. Software

3.7.1.3.7. Peripherals

3.7.1.3.8. Displays & Optics

3.7.1.4. Material science

3.7.1.5. Robotics

3.7.1.6. Material science

3.7.2. Examples

3.7.2.1. Personalized medicine

3.7.2.2. Nano everything

3.7.2.3. Semantic web "answer machine"

3.7.2.4. 3D display

3.7.2.5. 3D printing

3.7.3. Structure

3.7.3.1. The Tech

3.7.3.2. Status

3.7.3.3. Potentially marginalized tech or industries

3.7.3.4. Potential applications

3.7.3.5. Related articles

4. Tech Trends

4.1. Tech Trends 2015

4.1.1. Gartner Hype Cycle 2014

4.1.1.1. Trends

4.1.1.1.1. Stage 1: Analog

4.1.1.1.2. Stage 2: Web

4.1.1.1.3. Stage 3: E-Business

4.1.1.1.4. Stage 4: Digital Marketing

4.1.1.1.5. Stage 5: Digital Business

4.1.1.1.6. Stage 6: Autonomous

4.1.1.2. Resources

4.1.1.2.1. Hype Cycles Research

4.1.1.2.2. Gartner Hype Cycle Turns 20 (video)

4.1.1.2.3. Gartner's 2014 Hype Cycle for Emerging Technologies Maps the Journey to Digital Business

4.1.1.2.4. Gartner's Hype Cycle Special Report for 2014

4.1.2. Horizon Report, Higher Ed 2015

4.1.2.1. Trends

4.1.2.1.1. Cultures of Change/Innovation

4.1.2.1.2. Cross-Institution Collaboration

4.1.2.1.3. Learning Analytics

4.1.2.1.4. Open Educational Resources

4.1.2.1.5. Blended Learning

4.1.2.1.6. Redesigning Learning Spaces

4.1.2.2. Challenges

4.1.2.2.1. Blending Formal and Informal Learning

4.1.2.2.2. Digital Literacy

4.1.2.2.3. Personalized Learning

4.1.2.2.4. Teaching Complex Thinking

4.1.2.2.5. Competing Models of Education

4.1.2.2.6. Rewarding Teaching

4.1.2.3. Developments

4.1.2.3.1. BYOD

4.1.2.3.2. Flipped Classroom

4.1.2.3.3. Makerspaces

4.1.2.3.4. Wearable Tech

4.1.2.3.5. Adaptive Learning Tech

4.1.2.3.6. Internet of Things (#IOT)

4.1.3. MIT Breakthrough Technologies 2015

4.1.3.1. Magic Leap

4.1.3.2. Nano-Architecture

4.1.3.3. Car-to-Car Communication

4.1.3.4. Project Loon

4.1.3.5. Liquid Biopsy

4.1.3.6. Megascale Desalination

4.1.3.7. Apple Pay

4.1.3.8. Brain Organoids

4.1.3.9. Supercharged Photosynthesis

4.1.3.10. Internet of DNA

4.1.3.10.1. 23andMe

4.1.3.10.2. Genes for Good

4.1.3.10.3. Genome 10K Project

4.1.3.10.4. Global Alliance for Genomics and Health

4.1.3.10.5. Matchmaker Exchange

4.1.3.10.6. NIH Genomic Data Sharing

4.1.3.10.7. Open Genomes

4.1.3.10.8. Open Humans

4.1.3.10.9. OpenSNP

4.1.3.10.10. Personal Genome Project

4.1.4. WEF Emerging Technologies Report 2015

4.1.4.1. 1. Fuel cell vehicles

4.1.4.2. 2. Next-generation robotics

4.1.4.3. 3. Recyclable thermoset plastics

4.1.4.4. 4. Precise genetic engineering techniques

4.1.4.5. 5. Additive manufacturing

4.1.4.6. 6. Emergent artificial intelligence

4.1.4.7. 7. Distributed manufacturing

4.1.4.8. 8. ‘Sense and avoid’ drones

4.1.4.9. 9. Neuromorphic technology

4.1.4.10. 10. Digital genome

4.1.5. Zenith Optimedia's Top Ten Emerging Technologies 2015

4.1.5.1. Video Explosion

4.1.5.2. Proximity Marketing

4.1.5.3. Retail Scents

4.1.5.4. Social Personalization

4.1.5.5. Custom-Fit

4.1.5.6. Image to Purchase (Photo Shop)

4.1.5.7. Mobile Interface Standardization (Swipe Right)

4.1.5.8. Smart Sensors

4.1.5.9. Brand Storytellings

4.1.5.10. Geotainment

4.2. Tech Trends 2014

4.2.1. Gartner Hype Cycle 2013

4.2.2. MIT Breakthrough Technologies 2014

4.2.2.1. Agricultural Drones

4.2.2.2. Ultraprivate Smartphones

4.2.2.3. Brain Mapping

4.2.2.4. Neuromorphic Chips

4.2.2.5. Genome Editing

4.2.2.6. Microscale 3D Printing

4.2.2.7. Mobile Collaboration

4.2.2.8. Oculus Rift

4.2.2.9. Agile Robots

4.2.2.10. Smart Wind and Solar Power

4.2.3. 50 most critical breakthroughs

4.3. Tech Trends 2013

4.3.1. My take

4.3.1.1. Wearable Tech

4.3.1.2. Internet of Things / Internet of Everything

4.3.1.3. Robotics / Augmented human

4.3.1.4. Embodied technology

4.3.1.5. Transparency / Privacy Dynamics

4.3.1.6. Crowdsourcing, Citizen science, Crowdfunding

4.3.1.6.1. Personal genomics

4.3.1.6.2. Personalized medicine

4.3.1.6.3. Quantified self

4.3.1.6.4. Biohacking

4.3.1.7. Maker culture

4.3.1.7.1. Makerspaces

4.3.1.7.2. Hackerspaces

4.3.1.7.3. Maker Faires

4.3.1.7.4. Thingiverse

4.3.1.7.5. 3d print on demand

4.3.1.8. 3d printing/ bioprinting

4.3.2. Gartner Hype Cycle 2012

4.3.3. MIT Breakthrough Technologies 2013

4.3.3.1. Deep Learning

4.3.3.2. Baxter, the Blue Color Robot

4.3.3.3. Prenatal DNA Sequencing

4.3.3.4. Temporary Social Media

4.3.3.5. Ultra-Efficient Solar Power

4.3.3.6. Big Data from Cheap Phones

4.3.3.7. Supergrids

4.3.3.8. Additive Manufacturing

4.3.3.9. Smart Watches

4.3.3.10. Memory Implants

4.4. Tech Trends 2012

4.4.1. Everywhere

4.4.1.1. Mobile

4.4.1.1.1. Augmented Reality

4.4.1.1.2. Health

4.4.1.1.3. Geo-location

4.4.1.1.4. SMS

4.4.1.1.5. Online/Offline

4.4.1.2. Pictures

4.4.1.2.1. Infographics

4.4.1.2.2. Pinterest

4.4.1.2.3. Photo Cookbook

4.4.1.3. Video

4.4.1.4. Global

4.4.1.4.1. Global meets mobile

4.4.2. Everyone

4.4.2.1. Citizen Science

4.4.2.1.1. & BigData

4.4.2.2. Citizen Journalism

4.4.2.3. Citizen Activism

4.4.2.3.1. INHOPE

4.4.2.4. Crowdsourcing

4.4.2.4.1. Content

4.4.2.4.2. Tasks

4.4.2.4.3. Concepts

4.4.2.5. Crowdfunding

4.4.2.5.1. Kickstarter

4.4.2.5.2. Unbound

4.4.2.5.3. SciFund

4.4.3. Everything - Personalized

4.4.3.1. Clinical Trials

4.4.3.1.1. WeConsent.Us

4.4.3.2. Genomics

4.4.3.3. Social Learning

4.4.3.3.1. Digital "Curation"

4.4.3.3.2. ebooks

4.4.3.3.3. Communities

4.4.4. Blurring Boundaries

4.4.4.1. Alternative Publishing Models

4.4.4.1.1. Books Born as Blogs

4.4.4.1.2. Commons

4.4.4.1.3. Blurring Authorship

4.4.4.2. Devices

4.4.4.2.1. Type2Phone

4.4.4.2.2. Present from iPad

4.4.4.2.3. Calibre

4.4.4.2.4. Pebble

4.4.4.2.5. Clothes Shopping With a Multimeter

4.4.4.3. App Spinoffs

4.4.4.3.1. Evernote Food

4.4.4.4. Identity

4.4.4.4.1. G+ NymWars

4.4.4.5. Blurring Bodies

4.4.4.5.1. Google Glasses

4.4.4.5.2. PebbleWatch

4.4.4.6. Wearable Computing

4.4.4.6.1. Blanket = 3D modeling

4.4.4.6.2. Leaf Planetarium

4.4.4.6.3. Designated Driver Jacket

4.4.4.6.4. Blind athletes help students to create a wearable coaching aid

4.4.4.6.5. Mathworks/Arduino integration

4.4.4.6.6. Ornamentation as Visualization?

4.4.5. Data

4.4.5.1. DataViz

4.4.5.2. Data Sonification

4.4.5.3. BigData

4.4.5.4. Data Archiving

4.4.5.5. Data Management

4.4.5.5.1. Data Management Plan Tool

4.4.5.6. Cloud Data

4.4.5.6.1. Calculations

4.4.5.7. Data Mashups

4.4.5.7.1. EPA

4.4.5.7.2. Weather

4.4.6. Micro/Macro

4.4.6.1. Publishing

4.4.6.2. Longtail

4.4.6.3. Music

4.4.6.4. Media

4.4.6.5. Performance

4.4.7. Open

4.4.7.1. OpenMRS

4.4.7.2. CASH Music

4.4.7.3. Open Review

4.4.7.3.1. Hypothes.is

4.4.7.3.2. Peer Evaluation

4.4.7.4. Open Threats

4.4.7.4.1. SOPA/PIPA

4.4.7.4.2. ACTA

4.4.7.4.3. RWA

4.4.7.4.4. CISPA

4.4.7.4.5. TPP

4.4.8. Old Tools, New Tools

4.4.8.1. Disappearance of

4.4.8.1.1. Death of IE6

4.4.8.2. "New" Uses

4.4.8.2.1. Delicious Stacks

4.4.8.2.2. Google Ngrams

4.4.8.2.3. Wordpress

4.4.8.3. Shifting tools

4.4.8.3.1. Wordpress.com

4.4.8.3.2. Posterous

4.4.8.3.3. Twitter

4.4.8.4. New Tools for Old Tasks

4.4.8.4.1. EssayTagger

4.5. Tech Trends 2011

4.5.1. Games

4.5.1.1. Lingo

4.5.1.1.1. Serious Games

4.5.1.1.2. Gamification

4.5.1.1.3. Games for Learning

4.5.1.1.4. Games for Change

4.5.1.1.5. Games for Health #g4h

4.5.1.2. New Books

4.5.1.2.1. Reality is Broken

4.5.1.3. Examples

4.5.1.3.1. FoldIt

4.5.1.3.2. eTeRNA

4.5.1.3.3. Genomera

4.5.1.3.4. NOAA Games and Simulations

4.5.1.3.5. Phylo (Genome Browser)

4.5.2. Distance learning

4.5.3. Geo-everything

4.5.3.1. Google Maps

4.5.3.2. Geo-location

4.5.3.3. Location-aware

4.5.3.4. Geotagging

4.5.4. Mobile

4.5.5. Augmented Reality

4.5.6. Crowdsourcing

4.5.6.1. Citizen Science

4.5.6.1.1. NSF Report

4.5.6.1.2. examples

4.5.6.2. Kickstarter

4.5.6.3. SlaveryMap

4.5.6.4. Ushaidi Haiti

4.5.6.5. Virtual Choir

4.5.7. Learning Analytics

4.5.7.1. Personalized learning

4.5.7.2. Customized learning

4.5.8. "DataViz"

4.5.8.1. Types

4.5.8.1.1. Data Sonification

4.5.8.1.2. Data Vizualization

4.5.8.1.3. Haptic & Tactile Data Displays

4.5.8.1.4. Blended data analysis forms

4.5.8.2. Resources

4.5.8.3. Tools

4.5.9. Upcoming?

4.5.9.1. Digital Storytelling

4.5.9.2. Lifestreaming

4.5.9.3. Avatar Customization

5. What is Emerging Tech?

5.1. About

5.1.1. Wikipedia: Emerging Technologies

5.1.2. NBIC (Nanotechnology, Biotechnology, Information technology, Cognitive science

5.2. Centers

5.2.1. Major Resources

5.2.1.1. Center for Policy on Emerging Technologies

5.2.1.2. Institute for Ethics and Emerging Technologies

5.2.2. Localized Thinktanks

5.2.2.1. Center for Emerging Technologies

5.2.2.2. Emerging Technologies Centers, Baltimore

5.2.2.3. Indiana University Emerging Technologies Center

5.2.2.4. Center of Excellence for Information & Computing Technology (Washington State)

5.2.2.5. National Workforce Center for Emerging Technologies

5.2.3. Corporate

5.2.3.1. Deloitte: Emerging Technologies

5.2.3.2. IBM

5.2.3.2.1. Alphaworks

5.2.3.2.2. Watson

5.2.4. Education Centered

5.2.4.1. EDUCAUSE

5.2.4.1.1. Emerging Technologies & Practices

5.2.4.1.2. Emerging Technologies Resources

5.2.4.1.3. Evolving Technologies

5.2.4.1.4. Networking & Emerging Tech Resources

5.2.4.2. New Media Consortium

5.2.5. Science Centered

5.2.5.1. UM Risk Science Center

5.3. Events

5.3.1. European Future Technologies

5.3.2. Imagine Cup

5.4. Publications

5.4.1. ACM Journal on Emerging Technologies in Computing Systems

5.4.2. Forecasters: FORESIGHT

5.4.3. Nature: Futures Issue

5.4.3.1. Facebook

5.4.4. Technology Review: Emerging

5.5. Blogs Etc

5.5.1. DVICE

5.5.2. Gameful

5.5.3. GizMag

5.5.4. OpenTheFuture

5.5.5. WorldChanging

6. The Future is Here

6.1. Examples

6.1.1. 2012

6.1.1.1. Ashford: Leadership Crisis Challenge

6.1.1.2. Conway: Teaching Ethics of/with New Technologies

6.1.1.3. Coppola: Securing Our FUTURE : Foundations for Undergraduate Teaching - Uniting Research & Education

6.1.1.4. Gunderson: Infusing Tech for Guided Continuous Learning in a Large Gateway Course

6.1.1.5. Northrop: ZOOM: Teaching Time, Space, & Approaches to Knowledge

6.1.1.6. UM Engineering iPad app

6.1.2. 2013

6.1.2.1. Alvarez: The Stick Project: To Transform and To Be Transformed

6.1.2.2. Gillespie: Feeling Is Believing: Haptic Feedback Links Math and Intuition

6.1.2.3. Gould: The Drum Diaries: Inspiring and Integrating Exploration and Practice

6.1.2.4. Hortsch: SecondLook (or if Socrates taught with an iPad)

6.1.2.5. LaVaque-Manty: Gamifying a Large, Introductory Course and Fostering Student Autonomy

6.1.3. Student Mobile App Development Competition

6.2. Boundary spanning

6.2.1. Disciplines

6.2.2. Technologies

6.2.3. Spaces

6.2.4. Communities

6.2.5. Relationships

6.2.6. Stage in Profession / Expertise

7. The Future is Now

7.1. Augmented Reality + Textbooks

7.2. Brain-Device Interfaces

7.3. Robotics

7.4. Wearable tech

7.4.1. Wearable computing

7.4.2. Talk to my shirt

8. Function

8.1. Education

8.2. Research

8.3. Productivity

8.4. Collaboration

9. Issues

9.1. Digital Divide

9.2. Competencies

9.3. Global

9.4. Open

9.5. Future Survival of Academia

9.6. Cultural Context